I'm a noob mapper, sorry for such a stupidly basic question. But I decompiled my friends map to add in nodes for him which went well. Though the only problem is when I try to re-compile and save my hammer crashes and it gives me errors like missing textures or custom models [from the map].
Is there a way to fix this issue and allow me to successfully re-compile back to bsp format?
Get the .vmf from him. Don't decompile the .bsp. Decaompiling stuff fucks up the map.
You shouldn't even be decompiling maps in the first place. Short story short: it messes with the brushwork. Just ask your friend for the original .vmf
[editline]12:01AM[/editline]
Ninjas. :ninja:
[QUOTE=HighdefGE;23486717]You shouldn't even be decompiling maps in the first place. Short story short: it messes with the brushwork. Just ask your friend for the original .vmf
[editline]12:01AM[/editline]
Ninjas. :ninja:[/QUOTE]
that's my problem though. i also want to edit bsp maps from other various maps too so I can add nodes to them (for NPC navigation). apparently until someone will make a nodegraph system to edit/create nodes on a map in real-time for gmod, i can only decompile BSP's and manually add the nodes in myself. but the problem is that I can't re-compile it back to BSP format.
No.
Do this;
map_edit <map_name>
[url]http://developer.valvesoftware.com/wiki/Map_edit[/url]
[QUOTE=Firegod522;23486835]No.
Do this;
map_edit <map_name>
[url]http://developer.valvesoftware.com/wiki/Map_edit[/url][/QUOTE]
but i'm using a BSP map. can i open a BSP map in hammer? (noob questions i know, but im a beginner i apologize.)
No.
You can't open bsp's in hammer.
If you decompile them you can, but we know what happens when you do.
You can use map_edit to place nodes. So use it.
[QUOTE=Firegod522;23486884]No.
You can't open bsp's in hammer.
If you decompile them you can, but we know what happens when you do.
You can use map_edit to place nodes. So use it.[/QUOTE]
yes but how to i save the nodes once im done with the map_edit.
and in that tutorial link it tells me to recompile the map in hammer in order to save the nodes - which is something i obviously cannot do.
Alternatively, [url=http://www.facepunch.com/showthread.php?t=868142]VIDE[/url]'s Entity Lump Editor can be used to import the entities in a VMF into a BSP. Can be useful for mass manipulation such as this.
1. Add the nodes in Hammer.
2. [url=http://developer.valvesoftware.com/wiki/Visgroup]Visgroup[/url] off the nodes. They should have an entry in the "Auto" tab. Un-visgroup everything else.
3. Select and delete everything.
4. Un-visgroup the nodes and save a copy of the map.
5. Open the BSP in VIDE, import, and save.
If the map already contains nodes, might filter for and delete before importing to prevent potential conflict.
Terrenteller, VIDE is very useful, surprised more people don't use it.
[QUOTE=Terrenteller;23487005]Alternatively, [url=http://www.facepunch.com/showthread.php?t=868142]VIDE[/url]'s Entity Lump Editor can be used to import the entities in a VMF into a BSP. Can be useful for mass manipulation such as this.
1. Add the nodes in Hammer.
2. [url=http://developer.valvesoftware.com/wiki/Visgroup]Visgroup[/url] off the nodes. They should have an entry in the "Auto" tab. Un-visgroup everything else.
3. Select and delete everything.
4. Un-visgroup the nodes and save a copy of the map.
5. Open the BSP in VIDE, import, and save.
If the map already contains nodes, might filter for and delete before importing to prevent potential conflict.[/QUOTE]
now im confused with 4. and 5.
you want me to save a copy of the map in VMF, right?
Yup, unless you don't mind the VMF being overwritten.
[QUOTE=Terrenteller;23487614]Yup, unless you don't mind the VMF being overwritten.[/QUOTE]
hmmm, i'm no expert mapper. this seems a bit too complicated for me. any other simpler ways into getting nodes on a map.
Why can't you get the original VMF from him?
[QUOTE=applemaster;23487779]Why can't you get the original VMF from him?[/QUOTE]
it's not just him - that's the main problem too. i have all these maps with potential that have literally 0 nodes on them and i want to fill them up. but the problem is i can't re-compile since it crashes my hammer. if someone made a nodegraph system to add nodes in-game for a map that'd be excellent and easier since i'm no expert mapper. but that's why i'm so desperate because i know how to add nodes on a map - it's just getting the map back to bsp format that's a pain in the ass. but even saying that i hear decompiling screws some things up too so i don't know any other way.
What part of it seems too complicated?
There is a more interactive method, but I'm not done with it yet.
[QUOTE=Handsome;23487806]it's not just him - that's the main problem too. i have all these maps with potential that have literally 0 nodes on them and i want to fill them up. but the problem is i can't re-compile since it crashes my hammer. if someone made a nodegraph system to add nodes in-game for a map that'd be excellent and easier since i'm no expert mapper. but that's why i'm so desperate because i know how to add nodes on a map - it's just getting the map back to bsp format that's a pain in the ass. but even saying that i hear decompiling screws some things up too so i don't know any other way.[/QUOTE]
So you deleted all the VMFs of your maps wanna have nodes on?
[QUOTE=Terrenteller;23487819]What part of it seems too complicated?
There is a more interactive method, but I'm not done with it yet.[/QUOTE]
[b]3. Select and delete everything.[/b]
Select and delete what? And how.
[b]1. Add the nodes in Hammer.
2. Visgroup off the nodes. They should have an entry in the "Auto" tab. Un-visgroup everything else.[/b]
Got that done.
[b]3. Select and delete everything.[/b]
How? Specifically [noob mapper in da house]
[b]4. Un-visgroup the nodes and save a copy of the map.[/b]
Got that.
[b]5. Open the BSP in VIDE, import, and save.[/b]
How can I open it as a BSP if I saved it as a VMF? And how do I import and save? What part of the VIDE program do I go to specifically. I'm a total noob.
3. With the selection tool, drag a box around everything left in the map and delete it. The nodes are safe since they are hidden.
5.1. Open the BSP the VMF was decompiled from.
5.2. File / Import / From VMF... and File / Save
5.3. Entity Lump Editor
[QUOTE=Terrenteller;23487955]3. With the selection tool, drag a box around everything left in the map and delete it. The nodes are safe since they are hidden.
5.1. Open the BSP the VMF was decompiled from.
5.2. File / Import / From VMF... and File / Save
5.3. Entity Lump Editor[/QUOTE]
im getting it kinda, by the way how do you delete. do you press the del key?
Yes.
it doesn't work, how do i delete. :/
If the selection tool draws a box instead of selecting (Automatic infinite selection is off), press Enter, then Delete.
[QUOTE=Terrenteller;23488498]If the selection tool draws a box instead of selecting (Automatic infinite selection is off), press Enter, then Delete.[/QUOTE]
I got it, im done saving and all but do i need to export to my gmod/maps?
If the BSP having the nodes added to wasn't opened from there, yes.
[QUOTE=Terrenteller;23488887]If the BSP having the nodes added to wasn't opened from there, yes.[/QUOTE]
well i opened the bsp and the vmf from my gmod/maps directory, so i don't need to export right. it will automatically locate it from that appropriate directory correct?
Yup.
[QUOTE=Terrenteller;23488938]Yup.[/QUOTE]
okay the nodes aren't appearing on the map but i think it was the fault of my own doing. another question, i know exactly what to do now but there's one problem. when i decompile the bsp into a vmf it puts a 'd' in the map name. should i keep the 'd' in the name of the vmf map or should i change it to the same name as the bsp.
for example
the map i'm working on is rp_cargtown_b1
when i decompiled it into VMF format it said 'rp_cargtown_d_b1' [d - decompiled]
so i changed it to 'rp_cargtown_b1' - the same name as the bsp.
should i of done that or does it not really matter? the reason why im asking this is because this isn't working and i did all your steps properly.
Don't decompile. Simple answer.
[QUOTE=Zally13;23489106]Don't decompile. Simple answer.[/QUOTE]
but its the only way where i can add nodes on all sorts of maps.
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